So, since One D&D was announced, I've been racing WotC to plot out my own (just for fun. Not an actual product).
I've lucked into a really light month at work and have been able to put like 80hrs of work into it this month. (Don't tell Pactiv)
Anyway, I've finished the basic outline, the equipment list, and feats. This doesn't sound like much, but I have a pretty strict philosophy in design. If it's an item worth putting on a table, it's worth describing in a blurb to the player.
The game is set up for a bit more flexibility than 5e with Artificers, Psionics, Mages, and Martial characters... so there's markers in the item blurbs for what kind of setting it would best fit in. (1) for Stone Age, (2) for Bronze Age, (3) for the ungodly long Iron Age, (4) for the Age of Exploration, and (5) for the surprisingly short and cherry picked Victorian Era.
There's tons of bits for exploration, like various ships and container sizes... like, the container sizes aren't important, but it can help a player show off something about their character and technically has a mechanical difference.
I'm debating on what to do next, be it Races and Classes, because I expect them to be fun and to get lost in them, or Effects / Spells because I expect it to be more like pulling teeth.
There's also creature and vehicle stat blocks that really should be there, but I'm not looking foreward to.
1) Classes more resemble 2e. There are five base classes, and each class has subclasses. Each subclass may match an archetype, but that technically isn't important.
The classes are: Brawler (Barbarian and Monk archetypes), Engineer (Artificer, and Rogue archetypes), Fighter (Blood Hunter, Paladin, Ranger archetypes), Mage (Sorcerer, Wizard archetypes), Priest (Cleric and Warlock archetypes), Psychic (Psionic archetype).
You'll note, no Bard and no Druid. Bards do everything and with subclasses and feats, you can actually just cobble that together pretty quickly and easily. Druids meanwhile are half wizard half cleric with wildshape... and since subclasses exist, why not just have Wildshape as a feat, and pick a healing caster? Done!
2) Items are a bit different. They don't have HP. They have SP which means you ignore their health until you don't. They take a threshold of damage to hurt before they break, and then you roll on a mishap table like Infernal War Machines. Also, you can wear multiple armors.
3) Advantage and Disadvantage can be applied to any roll. They are roll 1 extra die and drop the highest/lowest. 4d6 drop the lowest for stats? That's just 3d6 with advantage. Savage Attacker feat? You deal damage with advantage.
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So, since One D&D was announced, I've been racing WotC to plot out my own (just for fun. Not an actual product).
I've lucked into a really light month at work and have been able to put like 80hrs of work into it this month. (Don't tell Pactiv)
Anyway, I've finished the basic outline, the equipment list, and feats. This doesn't sound like much, but I have a pretty strict philosophy in design. If it's an item worth putting on a table, it's worth describing in a blurb to the player.
The game is set up for a bit more flexibility than 5e with Artificers, Psionics, Mages, and Martial characters... so there's markers in the item blurbs for what kind of setting it would best fit in. (1) for Stone Age, (2) for Bronze Age, (3) for the ungodly long Iron Age, (4) for the Age of Exploration, and (5) for the surprisingly short and cherry picked Victorian Era.
There's tons of bits for exploration, like various ships and container sizes... like, the container sizes aren't important, but it can help a player show off something about their character and technically has a mechanical difference.
I'm debating on what to do next, be it Races and Classes, because I expect them to be fun and to get lost in them, or Effects / Spells because I expect it to be more like pulling teeth.
There's also creature and vehicle stat blocks that really should be there, but I'm not looking foreward to.
The big differences
1) Classes more resemble 2e. There are five base classes, and each class has subclasses. Each subclass may match an archetype, but that technically isn't important.
The classes are: Brawler (Barbarian and Monk archetypes), Engineer (Artificer, and Rogue archetypes), Fighter (Blood Hunter, Paladin, Ranger archetypes), Mage (Sorcerer, Wizard archetypes), Priest (Cleric and Warlock archetypes), Psychic (Psionic archetype).
You'll note, no Bard and no Druid. Bards do everything and with subclasses and feats, you can actually just cobble that together pretty quickly and easily. Druids meanwhile are half wizard half cleric with wildshape... and since subclasses exist, why not just have Wildshape as a feat, and pick a healing caster? Done!
2) Items are a bit different. They don't have HP. They have SP which means you ignore their health until you don't. They take a threshold of damage to hurt before they break, and then you roll on a mishap table like Infernal War Machines. Also, you can wear multiple armors.
3) Advantage and Disadvantage can be applied to any roll. They are roll 1 extra die and drop the highest/lowest. 4d6 drop the lowest for stats? That's just 3d6 with advantage. Savage Attacker feat? You deal damage with advantage.